3.5e Fire Disciple Powers

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Fire Disciple Powers

1st-Level Fire Disciple Powers

  • Control FlamesA: Take control of nearby open flames.
  • Cotroll Light: Adjust ambiet light levels.
  • Daze, PsionicA: Humanoid creature of 4HD or less loses next action.
  • Energy RayA: Deal 1d6 energy damage. (Unlike other classes, a Fire Disciple can only deal fire damage.)
  • My LightA: Your eyes emit a 20ft. cone of light.

2nd-Level Fire Disciple Powers

  • Darkvision, Psionic: See 60ft. in total darkness.
  • Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
  • Energy Adaptation, Specified: Gain resistance 10 to one energy type.
  • Energy MissileA: Deal 3d6 energy damage to up to five subjects. (Unlike other classes, a Fire Disciple can only deal fire damage.)
  • Energy PushA: Deal 2d6 energy damage. (Unlike other classes, a Fire Disciple can only deal fire damage.)
  • Energy StunA: Deal 1d6 energy damage and stun target if it fails save. (Unlike other classes, a Fire Disciple can only deal fire damage.)
  • Identify, Psionic: Learn the properties of a psionic item.
  • Mental DisruptionA: Daze creatures within 10ft. for 1 round.
  • Tounges, Psionic: You can communicate with intelligent creatures.

3rd-Level Fire Disciple Powers

  • Dispel PsionicsA: Cancels psionic powers and effects.
  • Energy BoltA: Deal 5d6 energy damage in 120ft. line. (Unlike other classes, a Fire Disciple can only deal fire damage.)
  • Energy BurstA: Deal 5d6 energy damage in 40ft. burst. (Unlike other classes, a Fire Disciple can only deal fire damage.)
  • Energy ConeA: Deal 5d6 energy damage in 60ft. cone. (Unlike other classes, a Fire Disciple can only deal fire damage.)
  • Energy RetortA: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round. (Unlike other classes, a Fire Disciple can only deal fire damage.)
  • Energy Wall: Create wall of your chosen energy type. (Unlike other classes, a Fire Disciple can only choose fire.)
  • Eradicate InvisibilityA: Negate invisibility in a 50ft. burst.
  • Exhalation of the Red Dragon (3.5e Power)A: Your fire breath deals 3d6 fire damage to a close target.

4th-Level Fire Disciple Powers

  • Energy AdaptationA: Your body converts energy to harmless light. (Unlike other classes, a Fire Disciple can only choose fire.)
  • Enrgy BallA: Deal 7d6 energy damage in 20ft. radius. (Unlike other classes, a Fire Disciple can only deal fire damage.)
  • Weapon of Energy: Weapon deals additional energy damage. (Unlike other classes, a Fire Disciple can only deal fire damage.)

5th-Level Fire Disciple Powers

  • Adapt Body: Your body automatically adapts to hostile environments.
  • Energy CurrentA: Deal 9d6 energy damage to one foe and half to another foe as long as you concentrate. (Unlike other classes, a Fire Disciple can only deal fire damage.)
  • Fiery DiscorpationA: Cheat death by discorporating into nearby fire for one day.
  • Power Resistance: Grant PR equal to 12 + level.
  • True Seeing, PsionicA: See all things as the really are.

6th-Level Fire Disciple Powers

  • Breath of the Red Dragon (3.5e Power)A: Breathe fire for 11d6 damage.
  • Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
  • Null Psionics Field: Create a field where psionic power does not function.

Power List Information

An A appearing at the end of a power’s name in the power lists shows an augmentable power.

Order of Presentation: In the power lists and the power descriptions that follow them, the powers are presented in alphabetical order by name—except for those belonging to certain power chains and those that are psionic equivalents of spells. When a power’s name begins with “lesser,” “greater,” “mass,” or a similar kind of qualifier, the power description is alphabetized under the second word of the power description instead. When the effect of a power is essentially the same as that of a spell, the power’s name is simply “Psionic” followed by the name of the spell, and it is alphabetized according to the spell name.

Manifester Level: A power’s effect often depends on the manifester level, which is the manifester’s psionic class level. A creature with no classes has a manifester level equal to its Hit Dice unless otherwise specified. The word level in the power lists always refers to manifester level.

Augment: Many powers vary in strength depending on how many power points you put into them. The more power points you spend, the more powerful the manifestation. However, you can spend only a total number of points on a power equal to your manifester level, unless you have an ability that increases your effective manifester level.

Many powers can be augmented in more than one way. When the Augment section contains numbered paragraphs, you need to spend power points separately for each of the numbered options. When a paragraph in the Augment section begins with “In addition,” you gain the indicated benefit according to how many power points you have already decided to spend on manifesting the power.



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